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So… having a baby, working a 9-5 day job, five days a week, and trying to create a new game is NOT an ideal situation, but that’s just the way it is. I try to squeeze some game work in at the day job, but that doesn’t always work out. And of course since the wife and I moved to Cincinnati from Boston and bought a house that needs a lot of work. So, then I struggle to juggle the right amount of time for each of these things and you know what I’ve found out…? There are just NOT ENOUGH HOURS IN THE DAY!

Okay, enough with the ranting, lets get to it… after all, you don’t want to hear me bitch about life, you’re here to read about game updates related to the art of the game.

Here we go…

Now that I’ve gotten the ranting out of the way this will make more sense: All the time I’ve spent on the game in the last 5 days has been to update social media. Yup, that’s it. This is highly disappointing to me, but the guy I work with at my day job, was out on THUR and FRI and now he’s back so I’m hoping to be getting back to work and getting some stuff done throughout the week in time for our team meeting this upcoming Sunday.

Artwise – my goal this week is:

Today: Fix the toes on the default human character’s right foot. (For some reason, even though he’s at like 99.98% symmetry in Zbrush, when I smart resym him, his right toes get all out of whack.
Tues: Start variations of the characters features and ethnicity. (This should not be so bad, mostly things like widen cheek bones and noses, and painting different skin color tones. )
Wednesday: More Touchups
Thursday: More Touchups.
Friday: Start retopologizing in Topogun.
Saturday: Keep retopologizing in Topogun.
Sunday: More retopologizing in Topogun.
If all goes as planned and it probably won’t, but if it does, then I will be working on exporting texture maps and low poly models next week for rigging and then the following week, if all goes well, then start working on the animations.

This is pretty rough on me, but luckily I have some time off from my day job during Thanksgiving week, so I hope to get a lot of work done that week.

Here are some of the art goals for the upcoming months:

Finish the human prisoners models, texturing, rigging, and animation all by 11/15 to give over to Colin to start getting things in to unity so he can start working on the combat system.
From 11/16 – 11/30 complete the goblin prisoners models, textures, rigs, and animations.

Then from 12/1 – 1/3/2016 complete 3 levels, modeled, textured, and lit. Including objects.
Then in January we will begin compiling everything into the game to bring the playable demo to the masses by end of January.
Well, that’s a lot more than I intended to write, but there it is.